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Just finished my first escalation match... need help.


-Devil-

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this is what i am thinking about

1 Runepriest

1 Runepriest

10 GH / drop / motw

10 GH / motw

6LF (5ML, 1 squad leader)

6LF (5ML, 1 squad leader)

6LF (5ML, 1 squad leader)

i do have a rhino / razorback assembled and ready to try out as well ... still haven't opened the TWC box yet, not honestly sure how to equip them. but they would be one of the few multi wound units ...

need to look more into having WG's as well ...

played 2 more games against Tau last night ... won the first (was relic, so wasn't many points) ... lost the second, his flyer got real lucky and wiped out my LF's in one hit and i never could recover ... he won by 2 points.

Looks a nice list, what id maybe do is drop a couple of long fangs (ie 5xml, 4xml 4xml), and use the points to give your grey hunters some special weapons. As the podding unit cant charge the turn it arrives, they are better off having twin special weapons to maximise the damage they do when they arrive. I usually take two of the same. Twin flamers mops up light troops, twin plasma is ace against elites (anything with 2+) and twin melta deals with tanks/armour - to be honest you may not need the melta at this points level as you rhuge amount of missle launchers should deal with any light armour.

What are you doing with the priests? With three squads of long fangs it may be best to have both with divination and sit them back, or instead of 2 rune priests, take a wolf priest, give him preferred enemy (infantry), and footslog him with the grey hunter pack (which should have twin plasma guns), that way rerolling all their 1s to hit and to wound (makes get hot much less of an issue).

Also, on grey hunters, always take a banner before any other Close combat upgrade. It may only be one use but it can totaly hange the outcome of a combat (reroll all 1s on to hit, to wound, armour saves, and overwatch!)

So, what id run would be:

Rune Priest, Divination powers (take prescience and whatever else you happen to get, ignores cover is ace)- 100

Wolf Priest, pref enemy (infantry) - 100

Grey Huntersx10 - 2xFlamers, Standard, Drop Pod - 195

Grey Huntersx10 - Plasmax2, Standard - 170

Long Fangs x6, 5xML - 140

Long Fangs x5, 4xML - 105

Long Fangs x5, 4xML - 105

That leaves you 85 points, which id use to either

-take a Lone Wolf (TDA, CF, SS), as i never leave home without one smile.png

- take 2 razorbacks on your long fangs, don't start the long fangs in them, but instead use the razorbacks as mobile cover for your footslogging grey hunter unit (which they can then get into should they get reduced in numbers )

either way 13 missles a turn at 1000pts is a pretty hefty firebase biggrin.png

Looks a nice list, what id maybe do is drop a couple of long fangs (ie 5xml, 4xml 4xml), and use the points to give your grey hunters some special weapons. As the podding unit cant charge the turn it arrives, they are better off having twin special weapons to maximise the damage they do when they arrive. I usually take two of the same. Twin flamers mops up light troops, twin plasma is ace against elites (anything with 2+) and twin melta deals with tanks/armour - to be honest you may not need the melta at this points level as you rhuge amount of missle launchers should deal with any light armour.

What are you doing with the priests? With three squads of long fangs it may be best to have both with divination and sit them back, or instead of 2 rune priests, take a wolf priest, give him preferred enemy (infantry), and footslog him with the grey hunter pack (which should have twin plasma guns), that way rerolling all their 1s to hit and to wound (makes get hot much less of an issue).

Also, on grey hunters, always take a banner before any other Close combat upgrade. It may only be one use but it can totaly hange the outcome of a combat (reroll all 1s on to hit, to wound, armour saves, and overwatch!)

So, what id run would be:

Rune Priest, Divination powers (take prescience and whatever else you happen to get, ignores cover is ace)- 100

Wolf Priest, pref enemy (infantry) - 100

Grey Huntersx10 - 2xFlamers, Standard, Drop Pod - 195

Grey Huntersx10 - Plasmax2, Standard - 170

Long Fangs x6, 5xML - 140

Long Fangs x5, 4xML - 105

Long Fangs x5, 4xML - 105

That leaves you 85 points, which id use to either

-take a Lone Wolf (TDA, CF, SS), as i never leave home without one smile.png

- take 2 razorbacks on your long fangs, don't start the long fangs in them, but instead use the razorbacks as mobile cover for your footslogging grey hunter unit (which they can then get into should they get reduced in numbers )

either way 13 missles a turn at 1000pts is a pretty hefty firebase biggrin.png

forgot to type that part in ... since each are 10 man units they have the special weapons ... took flamers for the free and then plasma's for the second free in each squad.

right now the two rune priests have runic armor, not sure if that is worth it .. as just removing that would let me take two razorbacks for sure. i normally have just been picking SW codex powers for them and attaching them to the long fang squad that is going across the board. but i can see where the wolf priest would be a lot more useful and let me use the plasmas more ... (have one guy that has survived barely from blowing himself up about 5 times in one game)

having razorbacks would make the Lone Wolf more useful as well ... could get him in range quicker.

when i figure that list up tho for the 2 LF's that have 4 ML's in each i come up with 115 not 105 .. am i figuring up something wrong? ... you have to take the squad leader correct?

aye you have to take the squad leader, probably more my maths is off as im at work with no codex to hand biggrin.png

just a note on the lone wolf, if hes in terminator armour, he cant get in a razorback (or rhino), only a landraider, even if he's all on his lonesome.

with runic armour, if going forward, then id say its worth it, but if youre just sitting back with the long fangs using divintation powers, i tend to keep them pretty basic and just hide them in the back of the squad - with divination, they can be part of one squad, and still cast most blessings etc onto other squads as long as they are within 12" of him, so you can pick and choose which long fang sqad to buff depending who has bes line of sight msn-wink.gif

aye you have to take the squad leader, probably more my maths is off as im at work with no codex to hand biggrin.png

just a note on the lone wolf, if hes in terminator armour, he cant get in a razorback (or rhino), only a landraider, even if he's all on his lonesome.

with runic armour, if going forward, then id say its worth it, but if youre just sitting back with the long fangs using divintation powers, i tend to keep them pretty basic and just hide them in the back of the squad - with divination, they can be part of one squad, and still cast most blessings etc onto other squads as long as they are within 12" of him, so you can pick and choose which long fang sqad to buff depending who has bes line of sight msn-wink.gif

oh yeah that is right on the Terminator armor.

ok, just wanted to make sure on the math :) hmmm to squeeze another razorback i would have to drop the 3rd long fang group down to 4 ML as well.

right now with what you posted -1 razorback is 975 points (no lone wolf in it)

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